Anti Armor Rocket Guide

En tråd i 'Battlefield 2' startet av VeloViking, 16 Jun 2006.

  1. VeloViking

    VeloViking
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    [SIZE= small]Anti Armor Rocket Guide: 1.0[/SIZE]
    ======================
    Authored by [CLC] IDontDoWeddings

    I. Introduction
    --------------
    Everyone knows how valuable AT kits are to successfully capturing and defending CP’s. However, I've noticed that few soldiers know how to properly use the anti armor portion of AT without becoming cannon fodder for enemy armor. Given the difficulties associated with properly utilizing AT rocket, I can understand why the kit might have a bad reputation among players. Within this guide, I'll share some gameplay tactics to fully unlock the potential of the AT kit by properly using the anti armor rocket.

    II. Using the AT Rocket
    -----------------------
    Here is where most people encounter difficulties with the AT kit. You have to understand something about using anti armor rockets against armor: NEVER be standing still once you let the RPG fly. The tanker will almost always see the smoke trail and will zero in on your position. If you're new or relatively unfamiliar with this kit, you may probably be all too familiar with firing one shot and then almost immediately watching a respawn counter.

    Fire and Relocate
    Immediately upon firing at enemy armor, relocate to a new firing position. Your rocket leaves incredible evidence in the form of smoke trails pinpointing your last firing location. If you give enemy armor enough time to face your direction after firing, you’ll usually wind up dead. Don’t give armor an opportunity to spot where you fired from. When they do follow the smoke, you’ll be gone and well on your way to a new firing position.

    Rocket Guidance
    Rocket guidance can be a very frustrating experience in BF2. The AT rocket can barely outrun a Vodnick and don’t even get me started on how handicapped your movement becomes when you zoom in. The key to surviving after firing your rocket is unhindered movement. You must be able to move without any zoom mode handicap before, during, and after firing when facing enemy armor in close to medium distances.

    Now you may wonder, "how in the world am I supposed to move, relocate, and all that good stuff all while having to guide this brick to its target!!??" The key is in knowing how to guide your rocket without the aid of the zoom mode. There will be other opportunities to use the zoom, but not when engaging armor in close to medium quarters. Zooming to fire using RMB can be a quick death for you in many instances where Armor is aware of your presence. Ever notice how you move like nanna while zoomed in? Notice when you're rolling in armor and you come across AT, they usually just stand there for an easy 2pts? Never zoom in when you need mobility against armor.

    The slow speed of AT rockets also plays a huge factor in accurate rocket guidance. Leading targets is something that takes much practice to learn as it becomes more of a feel for proper target leading. Cars require considerably more lead than tanks, but less than helicopters for example.

    Rocket Guidance While Moving
    "Well if I'm not zooming in, how am I supposed to know where to aim?" Practice in single player and learn to guide the rocket without the aid of the zoom. Use the center of your screen as a virtual crosshair and you’ll find the rocket propels slow enough, giving you time to correct mid flight. When firing without the aid of the zoom, you can now sprint, strafe, dolphin dive, etc. without any hindered movement, all while having the ability to correct the rocket's path. By presenting your foe with a highly mobile target, you increase your chances of survival and gain a significant tactical advantage by always being on the move to line up your next shot.

    TIP: I’ve heard of people pin pointing the center of the screen with a laser pointer, using stickers, tape, or even dry erase markers to make the virtual crosshairs less… virtual. I personally don’t like these guides as I’ve found them to be distractions when I need to play other kits (e.g. sniper rifle aiming can be compromised due to thin crosshairs blocked by tape, etc). Experiment and see what works best for you.

    Quick Reloading
    By not using the zoom to guide your rocket, you also gain the benefit of significantly reduced reload times as well. How? You no longer have to hold down the LMB after releasing your rocket. Your rocket’s guidance will still remain intact with one click and release of the LMB as long as you maintain line of sight visuals with your target. By clicking and then releasing LMB for your shot, you will start the reload animation for the next round soon after the first rocket is let loose. In the past, you would hold down the LMB to fire and guide in zoom mode, starting the reload animation only after releasing the LMB after hitting the target.

    Dumbfiring Your Rocket
    "Is there ever a time to use the RMB zoom mode?" Of course! I use the zoom mode for really one purpose: Dumbfiring the rocket like an unguided RPG. When you have line of sight and there is considerable distance requiring precise aim, practice the following: Arm the rocket and zoom in. After aiming, upon immediate release of the rocket, switch to your primary/secondary weapon and immediately make for cover or a secondary firing position. By switching weapons, you release guidance on the rocket and it essentially becomes a dumbfire projectile, flying until it strikes a surface. I believe this to be a better alternative to guiding a rocket to its ultimate destination without unnecessarily leaving yourself open to fire.

    Another way to dumbfire your rocket is to take cover behind an object breaking your line of sight. When your invisible, virtual “crosshair” on the screen becomes obstructed, the guidance breaks on your AT rocket and it proceeds to fly in a straight path. This works to your advantage when you need to quickly fire from behind a wall down an alley at enemy armor. Beware however. The splash damage from rounds hitting objects/walls behind you is deadly. Pay particular attention to your surroundings when firing from behind walls and in alleys.

    III. Conclusions
    ---------------
    I am by no means an expert at using the AT. In fact, my methodology may serve only to frustrate you further with using the AT rocket! I for one love playing this kit because of the challenge and skill it requires to face enemy armor and come out on top. As AT specialist for my clan and squad, I usually wind up with the fewest points but take pride knowing my contribution was critical in each vehicle engagement and CP capture.

    I hope you’ve been able to glean some tips and tricks from this write up but please do provide positive/negative feedback. This is still very much a work in progress!

    Happy fragging and I’ll see you out on the field.

    [CLC] IDontDoWeddings
    ##################################

    Taken from the TotalBF2 Forums.
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  3. Moffatt

    Moffatt
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    your missing a vital point here - if you hit the tank on the top of the turret you do more damage if your on a building this can be achived, also - if you hit the turreet mount between the tanks body and turret you get a one hit kill - its not exactly easy but is able to be done :)
     
  4. VeloViking

    VeloViking
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    I didnt write the guide dude... lol

    I get your point though... I almost never play AT, because i suck at using the rocket... Look at my stats and you'll see! :D

    I'll try your tip and see how it works...
     
  5. Moffatt

    Moffatt
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    hehe - i got one of my best KD Ratio's with antiarmour :)

    noticed you didnt write it after i posted :p
     

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